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Gamification in education: Real benefits or edutainment?

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DOI: 10.13140/RG.2.2.28673.56162

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Gamification in education: Real benefits or edutainment?

Jihan Rabaha , Robert Cassidyb , Robert Beauchemina


a eConcordia, Concordia University, Montreal, Canada
b Centre for Teaching and Learning, Concordia University, Montreal, Canada

Abstract
Gamification of learning – the application of game design elements to learning activities – is currently a hot, if controversial,
trend in education. Proponents of gamification, on the one hand, claim that gamification leads to learning gains. They assert that
gamification reinforces important skills in education, such as problem-solving, collaboration, and communication. Furthermore,
they maintain that need for interaction in a gamified approach to education encourages students to play an active role in the learning
process, thereby increasing student engagement in online forums, projects, and other learning activities. Detractors of gamification,
meanwhile, argue that it derails learning with aimless distractions, adds unnecessary competition stress, and fails to take into account
certain learners’ pedagogical needs. Research on gamification is gathering momentum and promises to help adjudicate many of the
issues raised in this controversy. We therefore conducted a second-order review to examine the evidence-based discourse on this
aspect of gamification. We found that while the review literature adequately summarizes evidence in support of effectiveness in
terms of cognitive, emotional/motivational, and behavioural outcomes, certain design issues remain unaddressed. When addressing
effectiveness, a concern for how the nature of learning objectives and the quality of learning activities that are gamified is noticeably
absent in the field. Furthermore, a contextual bias towards STEM courses limits the generalizability of evidence to other contexts.
The review literature further suggests a publication bias and an over-emphasis on positive effects. Nevertheless, recognising the
general scope of the research, its theory, and evidence, will help instructors and curriculum designers interested in gamifying courses
decide how to approach gamified course designs to use in a specific context. Highlighting current limitations in the evidence-based
discourse may benefit the design of future research by drawing attention to the types of evidence that will help advance gamification
in educational settings.
Keywords: gamification in education, higher education, learning design elements, motivation, engagement, learning outcomes

1. Background cess, thereby supporting active learning, problem-based learn-


ing, and experiential learning (Oblinger, 2004).
Gamification has been applied in several domains, includ-
ing education, business, fitness and health domains, but the re-
search field of gamification in education is still in its emergent
stages. Despite Piaget’s early advocacy of games as a way for
children to meaningfully interact with and learn from their en-
vironments, it was not until recently that research on games in Many educators hope that gamification will not only increase
education gained momentum. Indeed, as of 2013, only 26% students’ motivation to learn but also make participation in
of scientific publications in gamification were about its practi- schoolwork more effective and meaningful. The emerging liter-
cal application in education (Seaborn and Fels, 2013), with the ature seems to uphold this view, with evidence that gamification
first seminal framework of gamification published only a few may be linked to higher numbers of passing students (de Mar-
years ago (Deterding et al, 2011). cos et al, 2017). Gamification of learning environments may
Despite its late arrival, its popularity has grown rapidly, constitute a powerful tool for the acquisition of knowledge,
largely due to expectations around its ability to solve a perennial and might enhance important skills such as problem-solving,
challenge of traditional learning environments: making learn- collaboration, and communication (Dicheva et al, 2015). Crit-
ing interesting and engaging. With the advancement of social ics, however, argue that gamification derails learning with aim-
media and online gaming, as well as the widespread use of less distractions, adds unnecessary competition stress, and fails
smart devices, the task of keeping students motivated to learn to take into account certain learners’ pedagogical needs. The
has become even more challenging. The introduction of gami- value of gamification in education remains controversial, de-
fication into the classroom stems from the premise that the na- spite an increasing number of empirical studies and literature
ture of games and what makes them fun increases students’ in- reviews that may inform this controversy. The present study
trinsic motivation to engage in learning activities (Adams and aims to ascertain the extent to which literature reviews in the
Dormans, 2012). The inherent interactivity of games is also field of gamification are adequately addressing relevant issues
thought to maximize students’ involvement in the learning pro- to inform this debate.
Preprint submitted to European Conference on eLearning June 6, 2018
2. Definition(s) of Gamification in Education Commonly studies game mechanics are badges, points, lev-
els and rewards. As the more concrete level of elements,
game mechanics are more contextualized than design princi-
In defining the scope of our study, we build on the defini-
ples, more adapted to the specifics of a given learning environ-
tions of gaming, game design elements and gamification set out
ment. Badges generally are icons associated with a learner’s
by Deterding et al (2011). First is the differentiation between
profile that signal accomplishment and can be linked to several
‘gaming’ and ‘playing’. While playing is a freeform, creative
design principle, such as visible status, goals and challenges.
and open-ended process, gaming is a highly structured process
Points are generally accrued for performance or participation
oriented toward discrete, clearly defined goals. Gamification,
and are given to reward desired learning behaviours. Again,
then is defined as “the use of game design elements character-
they can be linked to and promote several design principles
istic for games (rather than play or playfulness) in non-game
(e.g., visible status, rapid feedback, competition, etc). Mechan-
contexts”(p. 13).
ics generally represent an instantiation of a game design princi-
Game design elements are more difficult to define, owing ple. For example, the principle of visible status can be instan-
to the multiple theoretical frameworks that have been pro- tiated through the use of a leaderboard, badges, etc. A single
duced, each with idiosyncratic classification systems and lev- principle may be operationalized by more than one mechanic.
els of abstraction. Useful for the current study is the synthe- By the same token, a single mechanic can operationalize mul-
sis by Dicheva et al (2015) of the more prominent frameworks tiple principles. For example, a leaderboard can operational-
found in the literature (e.g., Deterding et al, 2011; Zichermann ize visible status and social engagement. The combinatorial
and Cunningham, 2011). Table 1 summarizes the synthesized relations among principles and mechanics raises an important
framework, which classifies game design elements into two lev- caution in interpreting the effectiveness of a mechanic without
els of abstraction – game design principles and game mechanics considering which principle(s) it is used to instantiate, and vice
– with exemplars of each. versa.
Gamification, then, is defined as ‘the use of design elements
Design principles Mechanics
characteristic for games (rather than play or playfulness) in
Visible status Badges
Social engagement Points non-game contexts’ (Deterding et al, 2011, p 13). The focus
– competition Levels on game design elements intentionally excludes the considera-
– cooperation Rewards tion of ‘serious games’ or whole educational games when re-
– collaboration Leaderboards
Freedom of choice Progress bars
ferring to gamification, as these types of games are so idiosyn-
Freedom to fail Currency cratic to context as to not be generalizable and are prohibitively
Rapid feedback Avatars resource-intensive to produce; they are exceedingly rare in ed-
Goals & challenges Countdown clock ucational contexts and out of scope for the current study. Gam-
Customization
Access, unlock content
ification in education therefore is defined as the use of game
design elements in in the context of formal higher education
Table 1: Game design elements: Classification framework and with the intention of supporting the acquisition of course-
specific learning objectives. Our study aims to characterize the
current state of discourse in the educational gamification field
Common game design principles are those of visible status, by examining the literature review articles, each summarizing
social engagement, freedom of choice, freedom to fail, and the field’s evaluation of gamification in education.
rapid feedback (Dicheva et al, 2015). Visible status, informs
students about a task’s completion status or else shows stu- 3. Objective and Methodology
dents how they are progressing. Social engagement feeds into
purported needs for competition against individuals or teams The overall objective of this study is to describe the extant
(O’Donovan et al, 2013) but may include team projects and corpus of relevant literature reviews in order to characterize
group learning opportunities (Mak, 2013), as well as coopera- the discourse over effectiveness of gamification of learning in
tion and interaction with classroom peers (Landers and Callan, higher education. The assumption driving this second-order re-
2011). Freedom of choice implies that students are free to view is that literature reviews and meta-analyses most effec-
choose whichever task(s) they want to complete. For instance, tively inform evidence-based discourse over issues of effective-
in Holman, Aguilar, and Fishman (2013), students could choose ness of educational innovations, but can unwittingly introduce
between writing an essay, a class blog, a group project, or an in- blindspots into the discourse. A careful characterization of the
dividual project, while in DeShutter and Abeele (2014) options review literature therefore will allow us to present a current
included making a YouTube video, designing an educational snapshot of the ‘state of the evidence’ as well as identify any
game, or writing academic essays. The freedom to fail prin- blind spots or gaps that may limit the utility of that evidence
ciple is exemplified in contexts where students were given the in adjudicating debates over the effectiveness of gamification.
chance to submit assignments again and to revise their work A clear understanding of the gamification in education research
without a penalty (Hentenryck and Coffrin, 2014). Rapid feed- field would likely help researchers and educators marshal and
back refers to the gaming context enabling students to receive qualify relevant evidence in discussions over the usefulness and
feedback on their learning performance. impact of gamification.
2
Our review focuses on the evidence for effectiveness of gam- 4.1.1. Cognitive learning outcomes
ification in education, framed by three specific questions: When considered, reviews generally reported that gamifica-
tion had positive effects on cognitive learning outcomes (Bevins
1. What are the types of outcomes currently used to decide and Howard, 2018; Hamari et al, 2014; Kim et al, 2018). Schol-
effectiveness? ars reported that learning achievement, procedural and declar-
2. What are the types of game design elements used to decide ative knowledge, higher order thinking skills were enriched
effectiveness? by adding a gamification layer (Kim et al, 2018). Gamifica-
3. What limitations can be addressed to better inform dis- tion, does appear to improve learning outcomes on lower-risk
course over effectiveness? assignments (e.g., quizzes and practical activities) and over-
all course marks but does not appear to significantly influence
We present here a second-order review – a qualitative anal- performance on final exams (Bevins and Howard, 2018). In
ysis of the review literature on gamification in education, pub- summary, the review literature supports the claim that well-
lished in the past 5 years (2014 – 2018). We conducted sys- designed, properly deployed gamification can improve learning
tematic searches using specific keywords to identify relevant outcomes in different conditions.
reviews in the field of gamification in education and target- Though effectiveness in terms of cognitive learning outcomes
ing higher education populations in particular. First, we per- is most closely aligned with the objectives of higher education
formed a Boolean AND search of key terms on the Google courses, literature reviews found a disproportionately low em-
Scholar and Educational Research Information Center (ERIC) phasis on this outcome. We suggest several reasons for this
databases. The terms were: review, gamification, learning, discrepancy. First, the effectiveness of gamification on learning
higher education. We followed up this search with a set of in- outcomes may depend on the nature of the learning outcomes
clusion/exclusion criteria where the final articles included in targeted (there are many frameworks to provide texture and nu-
this study had to satisfy the following criteria: published in ance to these, such as taxonomies elaborated by Bloom, Fink,
the last five years, pertained to higher education settings, used Biggs, and others). Also critical are the nature and design of the
a form of gamification for education, and did not use serious learning activities that are gamified to achieve these outcomes.
games or whole educational games when referring to gamifica- Motivation for and engagement with effective learning activi-
tion. ties will more likely lead to improved learning outcomes, while
Our search yielded 54 reviews, 10 of which met our inclu- ineffective learning activities may not, no matter how much mo-
sion criteria and were analyzed in-depth. (Included reviews are tivation and engagement is mustered. A layer of complexity
marked with an asterisk in the References section). Our review therefore arises in that the effect of gamification of learning out-
is descriptive in nature, synthesizing findings around what the comes requires contextualization with respect to learning out-
literature reviews uncovered with regards to patterns and inter- comes and is probably mediated by the effectiveness of gam-
preted findings, theories, or recommendations on the area of ified learning activities on achieving those outcomes. Never-
gamification in education. theless, the most obvious reason for the lack of emphasis on
cognitive outcomes is a pervasive perception that the primary
affordance of gamification is motivation and engagement.
4. Findings 4.1.2. Motivation and emotion
A majority of the literature reviews showed positive effects
Our examination of the relevant reviews allows us to sum- of gamification on motivation (Alsawaeir, 2018; Bell, 2017;
marize the core activities, nature of evidence and interpretations Bevins and Howard, 2018; Dicheva, 2015; Faiella, 2015). Stu-
currently informing discourse in the field of gamified education. dents perceived gamified courses to be more motivating, inter-
esting, and conducive to learning than other courses (Dicheva et
al, 2015). Particularly, gamification elements transform boring
4.1. What outcomes are currently used to decide effectiveness? tasks into interesting ones (Faiella et al, 2015). Emotional out-
comes generally focused on constructs such as motivation, atti-
Effectiveness of gamification is often dealt with in the re- tude, and enjoyment, which were investigated via interviews or
search literature, yet it is broadly construed around various out- questionnaires (Alsawaeir, 2018; Hamari et al, 2014). Schol-
comes. For example, Mart-Parreo et al (2016) describe a theme ars in the field recommend further research on the impact of
in the literature, termed ‘effectiveness’, that includes cognitive gamification on motivation. To better grasp the effect of gam-
outcomes as well as various attitudes and emotions about the ification on motivation effectively, researchers need to conduct
gamification experience. The authors also include a separate longitudinal studies or at least identify which combinations of
theme, ‘engagement’, which is also considered a relevant out- game design elements are most likely to stimulate intrinsic mo-
come to decide effectiveness in a broader sense. Indeed, in tivation (Alsawaier, 2018).
addition to cognitive learning gains, the outcomes most com-
monly considered for effectiveness of gamification in education 4.1.3. Engagement and behaviour
are motivation and engagement (Bell, 2017; Faiella et al, 2015; With regards to gamification and its effect on learners’ en-
Hamari et al, 2014). We consider these outcomes in turn. gagement, literature reviews generally target engagement as an
3
outcome in itself (Alsawaier, 2018; Bell, 2017; Bevins and should be considered also in light of their coupling to ‘learn-
Howard, 2018; Dicheva et al, 2015; Faiella et al, 2015; Mart- ing design elements’, what we introduce here as the analogical
Parreo et al, 2016; Ortiz et al, 2016). Studies examining ef- counterparts to game design elements: ‘learning design princi-
fects of engagement revealed, again, mostly positive results. ples’ and ‘learning mechanics’. To properly inform discourse
These included significantly greater student engagement in fo- on effectiveness of gamification in learning, the design princi-
rums and projects; higher rates of attendance, participation, and ples and mechanics of both gamification and learning must be
material downloads; increased quantity (and continued qual- considered together.
ity) of student contributions/answers, higher passing rates, in-
creased volunteering, and undertaking of difficult assignments; 4.3. What limitations can be addressed in order to better in-
as well as a reduction in student achievement gaps (Dicheva et form discourse over effectiveness?
al, 2015). Interestingly, participation results in greater student 4.3.1. Context
engagement, particularly if individuals are free to select a pre- The literature reviews synthesized here show that context
ferred mode of learning (Faiella et al, 2015). In addition, the plays an important role in gamification (Alsawaier, 2018;
better the alignment of coursework, core content, and game el- Dicheva et al, 2015; Faiella et al, 2015). Gamified designs
ements, the greater the positive the effect on gamification and and hence their impacts differ depending on the nature of the
engagement. This is especially true if such aspects are linked to learning site, the subject matter, the instructor, and how gam-
a central narrative (Bell, 2017). ification is to be implemented (Alsawaier, 2018). These con-
textual effects make the effectiveness of gamified learning hard
4.1.4. Relations among outcomes to synthesize (Dicheva et al, 2015). Furthermore, the descrip-
The relations among the cognitive, emotional and be- tive nature of most studies precludes inferential claims about
havioural outcomes are likely complex and nuanced. For exam- the effectiveness of gamification despite the many reports of
ple, learning gains resulting from gamification show that results successful implementations (Hamari et al, 2014). In addition,
are not tied to motivation and engagement only. In fact, Sitz- gamification cannot be successfully implemented into the class-
mann et al (2011) disclosed that gamification in education also room without the support of a solid technological infrastructure
helps self-efficacy and boosts knowledge retention. Faiella et al and suitable pedagogical framework (i.e., ‘learning design ele-
(2015) revealed that gamification helps lower anxiety or worry ments’). A generalized description of effective gamification of
over the consequences of not doing well. In addition, gamifica- learning is therefore elusive (Dicheva et al, 2015).
tion aids in building communities, where participants share tips
and celebrate accomplishments on a whole class level, not only 4.3.2. Learner characteristics
academic high-achievers (Faiella et al, 2015). Meta-analytic Another common aspect of the studies was that learner and
studies demonstrate that gamification might be quite benefi- content characteristics clearly determine the impact of gamifi-
cial and help students achieve better outcomes when certain el- cation in education (Faiella et al, 2015; Kim et al, 2018). For
ements are present (Garland, 2015). These include applying example, student engagement has been found to be particularly
a gamification layer to courses that last shorter time periods, improved if individuals are free to select a preferred mode of
such as short-term courses or modules within courses (Garland, learning (Faiella et al, 2015). Additionally, students’ previous
2015). Gamified courses should include elements that demon- exposure to video game elements, the number of games played,
strate time spent on tasks since poor time management is in- prior knowledge of, and exposure to gaming play an important
versely related to positive results (Garland, 2015). Last but not role on the success of gamified experiences (Alsawaier, 2018;
least, feedback that is ongoing, immediate, and meaningful can Garland, 2018; Kim et al, 2018; Mart-Parreo et al 2016). De-
have a positive effect on learning outcomes (Faiella et al, 2015). spite some reports, effectiveness research has not been properly
contextualized with regards to how particular kinds of learners
are motivated in different gamified contexts or how personal-
4.2. What are the types of game design elements used to decide
ity traits like extroversion or introversion may impact the social
effectiveness?
aspects of a gamified experience.
4.2.1. Game mechanics In sum, gamification studies tend to overlook critical contex-
The literature reviews reveal that the most typically used tual moderators that help explain mixed results on effectiveness.
game mechanics were points, badges, and leaderboards, For example, social dynamics may be moderated by personal-
(Bevins and Howard, 2018; Hamari et al; 2014; Ortiz et al, ity traits like extroversion and responses to gamified instruction
2016). However, gamification is not only about using game may vary as a result of students’ preferences (Mart-Parreo et al,
mechanics in courses, but rather using them to overcome chal- 2016). In light of the above, evidence is needed to corroborate
lenges in education and meeting objectives (Kim et al, 2018), practitioners’ claims that newer, innovative formats can lead to
a function that falls closer to the game design principles level better results with different demographics (Bell, 2017; Ortiz et
in Table1. In light of that, to better grasp the effect of gami- al, 2016). To properly assess the impact of gamification, there-
fication mechanics on engagement and motivation, researchers fore, the field is in need of richer predictive models that include
need to study how game mechanics interact with design princi- contextual variables as mediating or moderating variables, such
ples, and which couplings work well together, in what contexts as students’ levels of motivation, personalities, and game pref-
(Alsawaier, 2018). Furthermore, these game design elements erences (Ortiz et al, 2016).
4
4.3.3. Biases are gamified seems a clear prerequisite to effectiveness of
Literature reviews also make evident certain biases in the the gamification. Finally, not all types of learning objec-
corpus of primary literature. Most notable and problematic is tives may be equally effectively gamified. More careful
the evidence for a disproportionate interest in the benefits of analysis of these factors will help understand what types
gamification. Though not explicitly confirmed, this may indi- of learning are effectively gamified.
cate a publication bias, where only positive results are reported, 3. Contextual variables are important. With a clearer view of
either due to a disproportionate search for positive outcomes the ‘intervention’ as defined in recommendations 1 and 2,
while ignoring negative outcomes, or due to the lack of interest a clearer view of the contextual models is called for.
in publishing negative results (file drawer bias). More stud- 4. Richer predictive models will help. Summing up the previ-
ies should, therefore, include a focus on the possible negative ous recommendations, predictive models that include the
outcomes of gamification, particularly with regard to students’ relations among game design elements, learning design
emotions. Mart-Parreo et al (2016) found that studies largely elements and contextual variables will benefit our under-
fail to explore how gamification might cause frustration, anxi- standing of what is best gamified, how, for whom and to
ety, or negative social comparison. Similarly, de Marcos et al’s what end.
(2017) study on social gamification reported decreased motiva-
tion and participation as the course progressed, probably due to
the fact that the duration and timing were not taken into account 6. References
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